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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IPolygonMaterial.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h206
1 files changed, 0 insertions, 206 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
deleted file mode 100644
index 7023d305510..00000000000
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ /dev/null
@@ -1,206 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file RAS_IPolygonMaterial.h
- * \ingroup bgerast
- */
-
-#ifndef __RAS_IPOLYGONMATERIAL_H__
-#define __RAS_IPOLYGONMATERIAL_H__
-
-#include "STR_HashedString.h"
-
-#include "MT_Vector3.h"
-
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
-#endif
-
-class RAS_IRasterizer;
-struct Material;
-struct Image;
-struct Scene;
-class SCA_IScene;
-struct GameSettings;
-
-enum MaterialProps
-{
- RAS_ZSORT =1,
- RAS_TRANSPARENT =2,
- RAS_TRIANGLE =4,
- RAS_MULTITEX =8,
- RAS_MULTILIGHT =16,
- RAS_BLENDERMAT =32,
- RAS_GLSHADER =64,
- RAS_AUTOGEN =128,
- RAS_NORMAL =256,
- RAS_DEFMULTI =512,
- RAS_BLENDERGLSL =1024,
- RAS_CASTSHADOW =2048,
- RAS_ONLYSHADOW =4096,
-};
-
-/**
- * Polygon Material on which the material buckets are sorted
- *
- */
-class RAS_IPolyMaterial
-{
- //todo: remove these variables from this interface/protocol class
-protected:
- STR_HashedString m_texturename;
- STR_HashedString m_materialname; //also needed for touchsensor
- int m_tile;
- int m_tilexrep,m_tileyrep;
- int m_drawingmode;
- int m_alphablend;
- bool m_alpha;
- bool m_zsort;
- bool m_light;
- int m_materialindex;
-
- unsigned int m_polymatid;
- static unsigned int m_newpolymatid;
-
- // will move...
- unsigned int m_flag;//MaterialProps
- int m_multimode; // sum of values
-public:
- MT_Vector3 m_diffuse;
- float m_shininess;
- MT_Vector3 m_specular;
- float m_specularity;
-
- /** Used to store caching information for materials. */
- typedef void* TCachingInfo;
-
- // care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
- enum MaterialFlags
- {
- BILLBOARD_SCREENALIGNED = 512, /* GEMAT_HALO */
- BILLBOARD_AXISALIGNED = 1024, /* GEMAT_BILLBOARD */
- SHADOW =2048 /* GEMAT_SHADOW */
- };
-
- RAS_IPolyMaterial();
- RAS_IPolyMaterial(const STR_String& texname,
- const STR_String& matname,
- int materialindex,
- int tile,
- int tilexrep,
- int tileyrep,
- int transp,
- bool alpha,
- bool zsort);
- void Initialize(const STR_String& texname,
- const STR_String& matname,
- int materialindex,
- int tile,
- int tilexrep,
- int tileyrep,
- int transp,
- bool alpha,
- bool zsort,
- bool light,
- bool image,
- struct GameSettings* game);
-
- virtual ~RAS_IPolyMaterial() {}
-
- /**
- * Returns the caching information for this material,
- * This can be used to speed up the rasterizing process.
- * \return The caching information.
- */
- virtual TCachingInfo GetCachingInfo(void) const { return 0; }
-
- /**
- * Activates the material in the rasterizer.
- * On entry, the cachingInfo contains info about the last activated material.
- * On exit, the cachingInfo should contain updated info about this material.
- * \param rasty The rasterizer in which the material should be active.
- * \param cachingInfo The information about the material used to speed up rasterizing.
- */
- virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
- {
- return false;
- }
- virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
-
- virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
- bool Less(const RAS_IPolyMaterial& rhs) const;
- //int GetLightLayer() const;
- bool IsAlpha() const;
- bool IsZSort() const;
- unsigned int hash() const;
- int GetDrawingMode() const;
- const STR_String& GetMaterialName() const;
- dword GetMaterialNameHash() const;
- const STR_String& GetTextureName() const;
- unsigned int GetFlag() const;
- int GetMaterialIndex() const;
-
- virtual Material* GetBlenderMaterial() const;
- virtual Image* GetBlenderImage() const;
- virtual unsigned int* GetMCol() const;
- virtual Scene* GetBlenderScene() const;
- virtual void ReleaseMaterial();
- virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
- virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
- virtual bool UsesObjectColor() const;
- virtual bool CastsShadows() const;
- virtual bool OnlyShadow() const;
-
- virtual void Replace_IScene(SCA_IScene *val) {} /* overridden by KX_BlenderMaterial */
-
- /**
- * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
- */
- int ConvertFaceMode(struct GameSettings *game, bool image) const;
-
- /*
- * PreCalculate texture gen
- */
- virtual void OnConstruction() {}
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IPolyMaterial")
-#endif
-};
-
-inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
-{
- return ( rhs.Equals(lhs));
-}
-
-inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
-{
- return lhs.Less(rhs);
-}
-
-#endif /* __RAS_IPOLYGONMATERIAL_H__ */